TextTag

text

label

Description

Displays a text

Components and Properties

FormattableText

data

UIValue(object)

TODO

data-format

string

String defining the format.

data-formatter

UIValue(ICustomFormatter)

The formatter to use for the given object.

Graphic

raycast-padding

Vector4

Padding to be applied to the masking, ordered counter-clockwise (left, bottom, right, top).

raycast-target

raycast

bool

Whether or not this graphic be considered a target for raycasting.

LocalizedTextMeshProUGUI

maintain-text-alignment

bool

Whether or not to maintain the text alignment regardless of the reading direction of the current language.

text-key

localization key

The localization key for the text to display.

RectTransform

active

bool

Whether or not the GameObject this RectTransform belongs to is active.

anchor-max

Vector2

The anchor point for the upper right corner of the rectangle defined as a fraction of the size of the parent rectangle.

anchor-max-x

float

The normalized x position in the parent RectTransform that the upper right corner is anchored to.

anchor-max-y

float

The normalized y position in the parent RectTransform that the upper right corner is anchored to.

anchor-min

Vector2

The anchor point for the lower left corner of the rectangle defined as a fraction of the size of the parent rectangle.

anchor-min-x

float

The normalized x position in the parent RectTransform that the lower left corner is anchored to.

anchor-min-y

float

The normalized y position in the parent RectTransform that the lower left corner is anchored to.

anchored-position

Vector2

Position of the rectangle’s pivot point relative to the anchors.

anchored-position-x

anchor-pos-x

float

The x position of the pivot of this RectTransform relative to the anchor reference point.

anchored-position-y

anchor-pos-y

float

The y position of the pivot of this RectTransform relative to the anchor reference point.

hover-hint

string

Text that will appear when a pointer hovers over.

hover-hint-key

localization key

The localization key used for the hover hint text.

local-scale

scale

Vector3

Scale factor applied to the object in the X, Y and Z dimensions.

name

string

The name of the GameObject.

pivot

Vector2

The location around which the rectangle rotates.

pivot-x

float

Normalized x position to rotate around.

pivot-y

float

Normalized y position to rotate around.

size-delta

Vector2

The size added to the rectangle defined by the anchors.

size-delta-x

float

The width added to the rectangle defined by the anchors.

size-delta-y

float

The height added to the rectangle defined by the anchors.

TextMeshProUGUI

font-align

align

TextAlignmentOptions

How to align the text.

all-uppercase

bool

Whether or not to make the text all uppercase.

bold

bool

Whether or not text is bold.

font-color

color

color string

Color of font.

face-color

color string

Face color of font.

font-size

float

Size of font.

italics

bool

Whether or not to italicize text.

outline-color

color string

Outline color of font.

outline-width

float

Width of font outline.

overflow-mode

TextOverflowModes

How to handle text overflow.

rich-text

bool

Whether or not to enable rich text.

strikethrough

bool

Whether or not to strikethrough text.

text

string

Text to display.

underlined

bool

Whether or not to underline text.

word-wrapping

bool

Whether or not to wrap text.

Example Usage

example.bsml

<vertical child-control-height="false">
  <horizontal bg="panel-top" pad-left="15" pad-right="15" horizontal-fit="PreferredSize">
    <text text="Text" align="Center" font-size="8"/>
  </horizontal>
  <horizontal>
    <vertical spacing="4">
      <horizontal pad-bottom="7">
        <text text="Are you sure?" italics="true" font-size="6.5" align="Center"/>
      </horizontal>
      <text id="modified-text" text="I don't know" font-size="5.5" align="Center"/>
      <button text="Answer" on-click="randomize-btn-action" />
    </vertical>
  </horizontal>
</vertical>
using System;
using BeatSaberMarkupLanguage.Attributes;
using BeatSaberMarkupLanguage.Parser;
using BeatSaberMarkupLanguage.ViewControllers;
using TMPro;
using Random = UnityEngine.Random;

public class TestViewController : BSMLResourceViewController
{
    public override string ResourceName => "Path.To.Resource.example.bsml";
    private string[] words = new string[] { "Yes", "No", "Maybe" };

    [UIParams]
    private BSMLParserParams parserParams;

    [UIComponent("modified-text")]
    private TextMeshProUGUI modifiedText;

    [UIAction("randomize-btn-action")]
    private void RandomizeButtonAction() => modifiedText.text = words[Random.Range(0, words.Length)];

    private void Awake() => Random.InitState((int)DateTime.Now.Ticks);
}

This example will display a text randomized when clicking the main button.